Post by thorneldrich on Feb 15, 2019 20:06:16 GMT -8
Caste Modifications
add Relic Knowledge to automatically gained skills
- Thief -
add Stealth d2 to automatically gained skills
- Assassin -
add Stealth d3 to automatically gained skills
- Elite Soldier -
FA (instead of WE) outfitting code
Martial Arts d4 (instead of Brawling d4)
New Skills
(single point skill, INT+PERĂ·2 = Lore trait)
Unit of Material = 1 usable amount of plant/fungi being collected (be that leaves, blooms, pods, pollen, stems, etc...). The size of the unit of material can vary greatly (medicinal mint may only need a dozen leaves to count as a unit where as a medicinal tree bark might require a half a cubic meter of bark shavings to equal 1 unit). GM of course has the last word.
May identify dangerous mutant plants & fungi by looking at them (Lore trait based type C HC to ID).
Can identify & harvest medicinal plants/fungi (Lore trait based type B HC, success harvests d3+1 "units" of material, failure means only usable materials were collected). Only one attempt to harvest usable materials my be attempted per plant found (GM has final say). All who have this skill start out with a Harvesting Satchel (small sharp blade for pruning, small hand spade for digging, & good leather gloves for protection from normal thorns/brambles. The satchel has small pouches sown along its insides for keeping the collected samples). Typically it takes a minimum of 1d4+1 minutes per HC roll (GM may ajust this time up or down depending on the size, conditions, & difficulty in reaching the plants in question). Most samples take will remain viable for 2d12 hours if simply gathered. If preservation methods are used (zip-baggies, moist cloth wraps, relic sample bins w/ air-tight lids, etc) this time may be doubled or even tripled (GM call).
Note: Either Chemical Tech 2+, Bio-Tech 1+, &/or Medic 3+ skill with access to the proper facilities are required to convert the units of material into actual usable medical ingredients. Chemical Tech 3+, Bio-Tech 2+ &/or Medic 4+ is required to actually concoct the medicine using the ingredients & other chemical compounds. Any failed rolls during any of the stages above will ruin 1 unit of material (contaminated it, wrong solution, wrong formulation, or what-not).
Mutation Modifications/Replacements
Bat : -1/-d3/-d4+1/-d6+2/-2d6+2
Bird : -1/-2/-d3+1/-d4+1/-d6+1/-d10+1
Insect: -3/-d4+3/-d6+3/-d8+3/-3d6+2
- Tail Mutation APP Penalty -
Club/Crocodile/Dolphin/Fish/Newt: -d6
Cat/Fox/Prehensile: -d2
Eagle/Rat/Whip: -d3
Porcupine/Scorpion/Spiked/Bladed: -d6+2
- Dense Muscle and Bones (minor mutation) -
increased melee damage to d8 stun (or lethal if mutant has the Martial Arts skill).
- Mind Waste (Alternative) -
Range: LOS
Usage: 1/day/rank
Duration: 5rds to charge
Damage: D100 END, d30 INT
Hazard Check: Type D, INT based
[the above mutation should use the following description instead of the one in the TME Hub rules.]
This powerful mutation takes 5 rounds to charge up, during which the mutant can do nothing but meditate, stand, sit, or lie down. Once charged, he or she must immediately either release the charge, or spend 5 more rounds carefully disarming the charge. If struck while generating the mental attack, there is a risk that he or she will detonate the mental assault within his or her own body, inflicting d20 endurance damage and passing out for 3d10 rounds (type B, WIL based HC to avoid). This mental attack has a range of sight, which could be a dozen kilometers or more on a clear day.
It can be used once a day per rank, and does d100 END DAM & d30 INT DAM to any organic creature that fails a type D, INT based HC. It should be noted that dimensional beings take double damage from all mental attacks, while plants and pit slimes which have no mind, are immune.